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Everything posted by COL.R.Neville
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
COL.R.Neville replied to Yogui87's topic in KSP1 Mod Releases
if you look at near future, kspie etc they all use the same for these values for the deployable solar panels. powercurve still the same. dont think it will error it just wont change textures pretty sure they wouldnt even get a button to choose to. -
just thinking could be a place to stash a lil bit more fuel at while keeping the realism peeps happy too.
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how about a 2fer add mono tanks to the radiator? cant remember where ive seen that before at but pretty sure they do it like that sometimes.
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yeah i use both of those. especially object inspector since now you cant get what the cfg of a part looks like after all the mm patches have been applied anymore or I dont know how to do it one of the two. used to be able to see all that in the alt f12. debug stuff works better for the model related issues like invisible stuff blocking solar panels all the animation names etc for landing gear suspension. hmm it dumps it out to the ksp log for me okay. looks like those door colliders need to be a little tighter closer to the visual doors since the colliders are the physical doors hehe. compare it to say a mk2 mk3 expansion cargo door or one from squad.
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Time Warp changes orbit?
COL.R.Neville replied to JacobJHC's topic in KSP1 Technical Support (PC, modded installs)
I tried to do the new horizons thing cuz man thats pretty. but there is some kind of orbit bug with kopernicus. I thought they had fixed it but looks like they didnt. generate a bunch of rescue contracts with the alt f12 contract screen and warp and see if their orbits decay quickly and the crash and burn if so then thats whats happening. could be something else just saying what happened to me. I wish they could fix all of it because like i said stuff like that new horizons and others are really pretty but not being able to put a relay network and it stay put means i cant.- 1 reply
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[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
COL.R.Neville replied to Lack's topic in KSP1 Mod Releases
yeah im a keep it simple stupid guy. that way i can keep up. how does lego name their blocks? seems like a pretty solid analog right? -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
COL.R.Neville replied to Pak's topic in KSP1 Mod Releases
so whats a good shuttle to use for my badges- 2,351 replies
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yeah i just created a game wide MM patch to deal with all propulsion category stuff i scoop up some fuel tanks here and there but better than not being able to find stuff. but you might be able to find the icons and the bulkhead profile sizes that used to be used in the old filter extensions if they even keep the old versions at all. the cargo box stuff maybe where there might be some concave or convex colliders or some such that used to be okay back in the day but not now. that why i was saying to get with the hangar mod guy to use his storage code instead of having to mess with trying to clean all that up. dont know if you have every used it before but it is really slick.
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you dont need blender to look at models just use debug stuff from sarbian. the problem you are having with the filtering is because they arent in the correct category propulsion isnt a category anymore its engines now. those size categories are controlled by the bulkheadProfiles attribute which I dont think any of the LLL stuff has. i would look thru some of the earlier versions of filter extensions in the sub category bulkhead cfg file they probably still exist there. that way you wouldnt have to start from scratch.
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the firespitter bundled with this is just a few versions outta date. 741 is the latest i think. wanna have fun. take the cargo drop bottom bay and park a rover in it. close it but dont dock or anything and get out of the rover. pretty sure there used to be lll specific tweakscale patches might all be lost. the big thing with all this making sure each of the models have the scale = 0.75,0.75,0.75 or whatever the scale rescale is for that part under them. i believe the correct setting for tweakscale to do these is type= free. that way it will go from 2x1 to 4x2 etc. i wouldnt try making any of this work when all you have to do is get with the hangar mod guy use his vehicle storage code on these models. or make some better ones for his mod.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
COL.R.Neville replied to girka2k's topic in KSP1 Mod Releases
its no biggie man dont take my posts as complaints but trying to let everybody else know how to fix it and where it goes wrong. its getting there though. Before I would have a metriccrapton of part count floating around in the form of commsats. now each is a partcount of 1. same with stations that now have 1/100 th the part count that they did before. for the scaling maybe create an array of the part scaling hierarchy? so 0 part rescale factor 1part model scale* part rescale factor 2part model scale etc... and choose the lowest number that is completely populated? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
COL.R.Neville replied to girka2k's topic in KSP1 Mod Releases
okay did another with the 2 parts we know it spazzes on using the current version. now its doing what its supposed to on the pipes and not on the generator. so original part MODEL { model = LLL/Models/Science/Generator scale = 0.75 , 0.75 , 0.72 } after weld MODEL { model = LLL/Models/Science/Generator position = 0.006798, -0.00102, -0.00503 scale = 1, 1, 1 } original part that i used tweakscale on one shrunk it by half and one that I left alone. mesh = model.mu rescaleFactor = 1.25 scale = 1 after weld MODEL { model = LLL/Parts/Utility/RadialPipes/model position = -0.60427, 0.100718, 0.410182 scale = 1.25, 1.25, 1.25 rotation = 1E-05, 269.9999, 0 } MODEL { model = LLL/Parts/Utility/RadialPipes/model position = -0.60427, 0.010479, 0.742687 scale = 0.625, 0.625, 0.625 rotation = 1E-05, 269.9999, 0 } so seems like you are going in the right direction with what you changed but now its flipped. yeah dont weld docking ports and trying to make this do it is not worth the effort involved. its one part, instead of 52 parts you have two let it go man -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
COL.R.Neville replied to girka2k's topic in KSP1 Mod Releases
yeah i created this life support scrubber. outta USI ,LLL and MEPS parts. had a problem with the radial pipes since they are rescaled to 1.25 in the cfg file. it just ignored that and ran to 1. but the lll generator is specifically attributed at the model with a scale of 0.75,0.75,0.72 and it carried that forward. i added in the scale under all of these since i subsquently welded it again after i tweakscale everything down another 50 percent. and added in a KIS container for the final one. because i had all of these with the scale data attributed under the model i zero problems with the final one. but it took a better part of the day to figure out what it was doing. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
COL.R.Neville replied to girka2k's topic in KSP1 Mod Releases
it goes all the way back to the rescale on the original model. once you weld it you lose the cfg that was associated with it for the most part. so go back to the original part and add scale = 1.0, 1.0, 1.0 under the model = and that will get carried forward IF its there. or just wait until you are done and rescale with the same under the model entries in weld file. but remember when you rescale you need to move all the nodes along with it. everything is working fine in 1.2.1 so far. -
MODULE { name = FStextureSwitch2 textureNames = Lionhead_Aerospace_Inc/CircularPanel/CircularPanel000;Lionhead_Aerospace_Inc/CircularPanel/CircularPanel010; objectNames = CircularPanel textureDisplayNames = Black;Blue; mapNames = Lionhead_Aerospace_Inc/CircularPanel/CircularPanel001;Lionhead_Aerospace_Inc/CircularPanel/CircularPanel001; useFuelSwitchModule = false nextButtonText = Next Texture prevButtonText = Previous Texture moduleID = 1 } } what am i doing wrong here? the panel001 are the nrm maps. the 000 and the 010 are the dds texture files. the next and previous texture buttons show up in the editor and the fstextureswitch box shows up in the right click in parts editor. missing something to make them actually change the textures.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
COL.R.Neville replied to Yogui87's topic in KSP1 Mod Releases
k lil complicated at first. hehe so with the blue texture folder rename the two tga files that are in there from (may want to see if you can convert these to DDS and see if they work.) RENAME the Circular Folders to get rid of the space between Circular and Panel so right now they are Circular Panel, Circular Panel 2 ->CircularPanel, CircularPanel2 RENAME the blue texture folder file CircularPanel000 to CircularPanel010 then copy the renamed CircularPanel010 to the CircularPanel folder. RENAME CircularPanel2000 to CircularPanel2010 then copy the renamed CircularPanel2010 to the CircularPanel2 Folder so this one below is for the CircularPanel Folder. you do the same for the CircularPanel2 Folder and for the texturenames instead of 010 it would be 2010,2000 and the mapnames would both be 2001. MODULE { name = FStextureSwitch2 textureNames = Lionhead_Aerospace_Inc/CircularPanel/CircularPanel010;Lionhead_Aerospace_Inc/CircularPanel/CircularPanel000 objectNames = textureDisplayNames = Blue;Black; mapNames = Lionhead_Aerospace_Inc/CircularPanel/CircularPanel001;Lionhead_Aerospace_Inc/CircularPanel/CircularPanel001 useFuelSwitchModule = false nextButtonText = Next Texture prevButtonText = Previous Texture moduleID = 1 } lemme know if you have a problem and I can do them both and pm you with all the files.